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A Thief, Shaman, Monk or familiar can enable the Find Traps / Detect Illusion mode with a click on the relevant icon in the combat interface or by pressing F4. Unlike the Stealth and Thieving buttons, this one isn't disabled by any armor type. Once clicked, it will remain active until a different action is performed.

When active, this modal skill allows a creature to both find traps and detect illusions up to 15 feet away, based on the creature's score in each skill. This search is performed approximately once per 100 AI ticks (once per 6⅔ seconds), and the Haste effect doesn't speed it up. Besides traps and illusions, it can detect secret doors, wall panels, passageways, etc, provided they are in range.

Mechanics[]

Find / Disarm Traps[]

This skill allows a Thief, Monk or familiar to find traps, which a Thief or familiar can then disarm using the Thieving button given enough points were attributed to the "Find Traps" skill. Each trap in the game has a Trap detection difficulty value and a Trap removal difficulty value, which are independent of one another. A detection or removal difficulty value of exactly 100 means that the trap cannot be detected or cannot be disarmed respectively.

The formula for finding traps is:

Skill points >= Trap Detection Difficulty


The formula for disarming traps is the same as the one to unlock containers and doors:

Skill points - 1 + 1d10 > Trap Removal Difficulty

Meaning that there's a chance to disarm starting from 8 points below disarm difficulty, but it will only be certain success at Difficulty+1. The 1d10 roll benefits from high luck.

Maximum difficulties encountered in each game: [2]

Container traps Ground traps
Detection Disarming Detection Disarming
BG:EE and SoD 91 97 90 [3] 99
BG2:EE 99 101 95 [4] 99 [5]

Detect Illusion[]

A Thief, Shaman, Dark Moon Monk or familiar may attempt to detect illusions with this skill. All effects of the illusion school (e.g. Mirror Image) will be removed on neutral and hostile creatures in range — illusory targets such as Project Image clones are simply destroyed. Skill points in Detect Illusion represent the percentage chance to remove them, so there is no need to raise it above 100.

The formula to determine if the Dispel Illusions action is successful:

Skill points + 1d100 >= 100

In other words, when the thief attempts to dispel illusions, the game rolls a 100 sided die and add the result to the thief's Detect Illusion skill value. If result of the operation is 100 or more, the attempt succeeds and all illusions within a range of 15 feet of the thief are dispelled.

Gameplay[]

See also[]

Mod content[]

Mods icon This is an unofficial element only available via fan-made mods.
It is not part of any official game.

Where in the unmodified game this skill cannot be blocked by the spell Non-Detection - with the Spell Revisions mod's version it will be blocked. The rogue's Find Traps / Detect Illusion skill will not reveal or remove invisibility and or stealth or any illusions from a creature under the effects of a Non-Detection spell.

Tweaks and Tricks mod has a component that can make detection constant instead of once per 6 seconds for smoother gameplay.

References

  1. Level 10 Wizard spells count as level 9
  2. A detection difficulty of exactly 100 means a trap can't be detected regardless of skill points. Same for disarming difficulty.
  3. There's one trap with detection difficulty 99 in the Third Subterranean Level of Durlag's Tower.
  4. There's one trap with detection difficulty 120 in Kiser Jhaeri's basement.
  5. There's one trap with disarming difficulty 110 outside of Sendai's Hideout.